TooTing The OOP Horn Again

Blitz3D Forums/Blitz3D Programming/TooTing The OOP Horn Again

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

@ Paolo...

I couldn't find a way to do generic-code for some
of the level's culling routines and therefore there is some individual
code for each level that took time to do...

that's because you didn't approach the game from the beginning as OO development... if you had, each element in the game would've been based on a generic bit of code and would derive from a TYPE of GameObject, which would automatically have that sort of behavior built in...

this is one of my biggest problems with the older BASIC languages, of which Blitz is one... it really is procedural, and it sort of encourages procedural thinking... doing things as they come along, and starting in a direction, with no firm idea of where you're gonna wind up...

OO development requires a least a plan... and you aim towards that... one of your requirements would've been level culling... you would've written that as a behavior for all level object 'classes' (TYPEs) if you were coding it in a different language... that's why BMax 3D is gonna rock...

a lot of people here consider Blitz3D to be an engine... that is why they won't make anything more than a small demo... before you can develop a game, you must develop the 'engine' for that game... best to develop one that you can use for a few games...
it was such a "pain" to do this AI, actually I have been coding it
for the last 6 months and I still haven't finished it ...

yeah, i can imagine what a pain the ai is... the lil ai i've got in place for the enemy ships is working... but...
What things exactly could NOT be done in a pseudo-OO way
because of the language limitation?

ignoring what is consider to be the main OOP commandments, the lack of function pointers is what makes my implementation a real hack... all the functionality for a 'class' is contained in one big function... lots of unnecessary if or case checks...

next... i would like to have an available event or message que for Blitz3D.

hey Paolo... one question...
since they are TYPES I can create as many as I want,
but a medium-PC won't handle more that 6 enemies at a time
why only 6...

i've got a mission level in which there are 4 ships and 3 planes that are acting independently and on their own...

why the limit of 6?

--Mike